
Equalizer Modifier changes how battles work because all units start with the same health. Weak units suddenly become very hard to kill and strong units gain even more value from their attacks. This modifier removes the usual tank and backline roles and turns the whole board into a line of bulky units.
Because every unit has high health, battles often last longer than normal. Damage over time and heal abilities become very important in this kind of fight. If your lineup cannot deal consistent damage, you may find yourself stuck hitting units that are just hard to die.

Modifiers

Equalizer - The initial Health of all Units is equal to that of the Units on either team with the highest base Health.
- Equalizer Modifier feels like a long fight because every unit starts with high health and killing units takes more time. This modifier rewards teams that can deal consistent damage every round instead of relying on high damage. If you bring the wrong tools, you may watch the battle slowly slip away while the enemy units keep surviving your blows.

5 Combos You Can Do with Equalizer Modifier
| Modifier | Name | Description |
|---|---|---|
![]() | Poison | Attacks have a 50% chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied. |
| - Poison is very strong in Equalizer Modifier because high health makes its value much higher. Since all units have large health pools, Poison keeps ticking every round and will just keep stacking the damage. This forces the enemy units to lose health over time which is good if you don't have high damage units available. This is why I think Poison works very well in long battles which are very common in Equalizer Modifier. Remember that Poison does not stack so you have to diversify your attacks if you rely on Poison to make up for the damage. | ||
![]() | Inspire | Gives all friendly Units +1 Melee attack. |
| - Inspire is simple but very effective in Equalizer Modifier. A straight increase in melee damage helps your units cut through the large health pools faster. Since many units survive longer in this modifier, every extra point of damage matters more than usual. High damage is what you want in this modifier so Inspire is a sure strategy to go to. Inspire also stacks so you can use multiple units with Inspire abilities to take advantage of it. | ||
![]() | Resurgence | Self-resurrects once per battle with 100% health and armor. All magic debuffs are removed, and all magic buffs are reapplied. Skips turn. Deals 1 physical damage to all units. |
| - Resurgence is extremely strong in Equalizer Modifier because it revives units at full health and armor. Since all units already have high health, bringing one back at maximum value can swing the battle heavily. This forces the enemy to deal with the same unit all over again from the start. This is one modifier where you can take full advantage of this ability even if you had that disadvantage of getting damage by 1 when the unit uses this ability. | ||
![]() | Tank Heal | Restores a third of max health to the Unit in the first position each round. |
| - Tank Heal becomes very important in Equalizer Modifier because healing scales with health. The higher the unit's health, the more amount of heal it can get. Since every unit is bulky, healing restores a large amount each round. Placing a Tank Heal unit in the last position can keep multiple frontline units alive for much longer. This setup makes it hard for enemies to break through your lineup if they can even break the lineup at all. | ||
![]() | Forcefield | This Unit takes only 1 damage from attacks with power 5 or higher. |
| - Forcefield is a game-changing ability in Equalizer Modifier when used correctly. Since many teams rely on high damage to win these battles, Forcefield flips that advantage completely. Any attack higher than 5 damage gets reduced to 1 which heavily weakens damage-focused strategies. This can shut down enemy plans and force them into a slow losing fight. You can even improve this by using archons that has Summoner Tactics and can add damage to units on the Tactics Stage. Since you can see the enemy's lineup first, you can add the damage to their unit making it past 5 just to be brought out to 1 by the Forcefield ability. Archons like Underboss Fabino can do this strategy. |
Battle Breakdown
Early Game:
In this battle, the enemy cannot do anything against my build. Even if they focused on Fithe Bladestone's Void, my Poison damage can still bypass that and give them problems. Units like Shock Trooper and Gravebrand Warlock can truly show their power in Equalizer modifier.
Mid Game:
Like I mentioned in the article, Resurgence ability gets good value in here. Abyssal Elemental only had 6 health originally and was increased to 7 in this modifier. When it died around the start of Round 2, it was revived with 7 health. If there are units here with bigger health like Dar 'Gottem' Gearnut, Abyssal Elemental would be revived with 20 health, which is crazy to think.
Late Game:
With the last unit with Void getting consumed by poison, my win was secured. I honestly didn't think Shock Trooper would be bad in this modifier but a few more rounds and I may have just killed myself with Electrified. I still won but that part may need to be worked on in the future.

Closing Thoughts
Equalizer Modifier is all about understanding how high health changes the flow of the battle. Damage over time, healing and revival abilities become much more important since everyone aims for the high damage units. If you build your lineup around high damage and used some of these survival tips, this modifier can feel easier to deal with than normal.
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